ZitatDescription:
A former scientist employed by the former Takistan Defense, appears to US outpost in quiet small village Sakhe near a mountain pass, requesting for immediate help. A small journal is about to turn the whole country into deadly chaos.

v2.5:
- New extra missions "Zub" & "Black Forest", with 6 to 20 hours more playtime.
- Added TPWCAS && TPWLOS scripts (by TPW && -Coulum- && fabrizio_T) for 7 orginal missions which are enabled if player have optional CBA addon
- Team-members and their weapons/magazines/skill transfer now between missions 1 -> 2 and 2 -> 3. Dead units are replaced with less skilled local tribe units
- ACR DLC (or free lite version) is required to play new 8th mission - Zub
- Zub is my first attempt of "whole map mission"-concept, featuring dynamic factors between various different functions (tasks affect on each other and on the generateing world).
- For full description for Zub, seek for "[SP/MP] Dynamic Whole Map Missions by SaOk"-thread in forums.bistudio.com
- Note that Zub requires some more CPU than orginal campaign missions
- Zub have no voice-acting for dialog, Black Forest have voice-acting made by SavedByGrace
- Optional addons that add extra content to the Zub mission: Armed Forces of the Russian Federation by Red hammer Studios, Project CDF by GossamerSolid & CBA

v1.9:
- Most of the voiceacting added (By RejenOrst, SavedByGrace, Nettrucker, Bardosy & Domokun)
- English corrections and other dialog improvements by SavedByGrace
- AI shoots sometimes flares on night conditions (credit to RejenOrst)
- Added one new song to 7th mission (by RejenOrst)
- Added some more randomness
- Some new or improved cutscenes
- Much other tweaks and fixes

v1.45
- Added much use of Mando´s Missiles Script
- Enemy tanks shoot sometimes at houses now
- AI use smokegrenade sometimes now
- Tasks should display right now for all chooseable units
- Campaign/Mission overviews improved
- Other fixes/tweaks/additions

v1.4
- Added new long mission "Trenches of Garmsar"
- New script creating active hostile/civilian life in houses
- Sometimes AI now descripes hostile detection in building (New voices by RejenOrst)
- Performance tweaks especially in 2nd mission
- AI surrender more (no need to find the last few units)
- All units in player´s group now playable (Requested extra feature, not 100% supported)
- SUV have some PMC weapons
- New crate in outpost
- M14 more available
- Some other additions/tweaks/fixes

v1.3
- Added new long mission "Operation Zavarak"
- Added more american battlecry-voices (made by RejenOrst www.rejenorst.com)
- Links added to briefings
- Added much music from ArmA2&OA Soundtracks
- Some other fixes

v1.1
-Expanded cutscene in 2nd mission
-Player´s weapons transfer from mission to next (before only between 2nd&3rd mission)
-Added difficulty selection (Displays only once at campaign start, unless "revert" is used)
-Added life multiplier (If someone wants more out of his machine. May increase the difficulty level some bit)
-Enemy chopper re-appers in later missions unless/until taken down
-Added use of new chopper transport script (behaviour depends on difficulty level)
-Found AA-launcher is stored in Hummer
-Flashlights removed from first mission (Vanilla game users)
-Changes in available weaponry for player
-Civilian conversations made faster & markers fixed/improved
-Many other tweaks/fixes/additions

Installation: Put CAChasingGrimReaper.pbo to campaigns folder in arma2 main folder (if you dont have the folder, you need to create it by yourself. Runnin from mod folder should work too)

Mission Description:
A former scientist employed by the former Takistan Defense, appears to US outpost in quiet small village Sakhe near a mountain pass, requesting for immediate help. A small journal is about to turn the whole country into deadly chaos.

Change Log:
1.0
-Improved campaign intro (Thx SavedByGrace for new dialog and thoughts)
-New campaign outro
-New 1st mission outro
-New hidden task in 2nd mission that have an effect on 3rd mission
-Player gear and damage is copied from 2nd mission to 3rd
-More ambientlife (Parked empty random cars, friendly armed locals guarding locations...)
-In 1st and 3rd missions, AI driven HMMWv now stops if player is next to it (to get gear)
-Much other tweaks/fixes
1.1:
-Expanded cutscene in 2nd mission
-Player´s weapons transfer from mission to next (before only between 2nd&3rd mission)
-Added difficulty selection (Displays only once at campaign start, unless "revert" is used)
-Added life multiplier (If someone wants more out of his machine. May increase the difficulty level some bit)
-Enemy chopper re-appers in later missions unless/until taken down
-Added use of new chopper transport script (behaviour depends on difficulty level)
-Found AA-launcher is stored in Hummer
-Flashlights removed from first mission (Vanilla game users)
-Changes in available weaponry for player
-Civilian conversations made faster & markers fixed/improved
-Many other tweaks/fixes/additions
1.2:
-Added more american battlecry-voices (made by RejenOrst www.rejenorst.com)
-Added limited mortar/close air-support (SSM)
-Some script controlled AI units use now cover function (1st&4th mission)
-Changes in dialog/briefings
-Animals and other less real civilians shouldnt talk to player anymore
-Friendly AI tanks dosent get damage from minefields
-Some new tasks
-Some new scenery
-Cutscene tweaks
-Tweaks for better performance
-Engineer added to player group
-Custom dead music removed
-Other additions/tweaks/fixes
1.3:
-Added new long mission "Operation Zavarak"
-Added more american battlecry-voices (made by RejenOrst www.rejenorst.com)
-Links added to briefings
-Added much music from ArmA2&OA Soundtracks
-Some other fixes
1.4:
-Added new long mission "Trenches of Garmsar"
-New script creating active hostile/civilian life in houses
-Sometimes AI now descripes hostile detection in building (New voices by RejenOrst)
-Performance tweaks especially in 2nd mission
-AI surrender more (no need to find the last few units)
-All units in player´s group now playable (Requested extra feature, not 100% supported)
-SUV have some PMC weapons
-New crate in outpost
-M14 more available
-Some other additions/tweaks/fixes
1.45:
-Added much use of Mando´s Missiles Script
-Enemy tanks shoot sometimes at houses now
-AI use smokegrenade sometimes now
-Tasks should display right now for all chooseable units
-Campaign/Mission overviews improved
-Other fixes/tweaks/additions
1.6:
-New mission "Takiban's Last Stand" to end the campaign
-Civilians may sometimes now turn against player (in 2nd, 3rd, 5-7th missions)
-More scream voices (made by RejenOrst www.rejenorst.com)
-Added music tracks "Evasive Action 1/2" (made by RejenOrst www.rejenorst.com)
-Mando Missile script updated to latest version
-Added Command Mode option (optional High Command)
-Added BIS Advanced First Aid option (optional)
-Performance tweaks in scripts
-Task bug from 1.45 fixed
-Many other additions/tweaks/fixes
1.9:
-Most of the voiceacting added (By RejenOrst, SavedByGrace, Nettrucker, Bardosy & Domokun)
-English corrections and other dialog improvements by SavedByGrace
-AI shoots sometimes flares on night conditions (credit to RejenOrst)
-Added one new song to 7th mission (by RejenOrst)
-Added some more randomness
-Some new or improved cutscenes
-Much other tweaks and fixes
2.0:
-New cliffhanger campaign outro (by SavedByGrace)
-Rest of the voiceacting added ("Uncle" & "SF Leader" by Domokun, "Gas Worker" by Nettrucker, Outro voices by SavedByGrace)
-New dynamic AI function: Enemy sometimes now search/clean nearby random buildings
-New dynamic AI function: Sometimes disemparked crew seek cover from nearby houses
-Life Multiplier much reworked (default setting "normal" is good for CPUs like q6600, tested setting "doubled" works very smoothly with i7 2600k, un-tested setting "tripled" may require clocked i7 2600k)
-Music from orginal OFP soundtrack added (those BIS tracks)
-Cutscene tweaks
-Unpopular extra cutscene in 3rd mission removed
-Many other tweak & fixes
2.5:
-New extra missions "Zub" & "Black Forest", with 6 to 20 hours more playtime.
-Added TPWCAS && TPWLOS scripts (by TPW && -Coulum- && fabrizio_T) for 7 orginal missions which are enabled if player have optional CBA addon
-Team-members and their weapons/magazines/skill transfer now between missions 1 -> 2 and 2 -> 3. Dead units are replaced with less skilled local tribe units
-ACR DLC (or free lite version) is required to play new 8th mission - Zub
-Zub is my first attempt of "whole map mission"-concept, featuring dynamic factors between various different functions (tasks affect on each other and on the generateing world).
-For full description for Zub, seek for "[SP/MP] Dynamic Whole Map Missions by SaOk"-thread in forums.bistudio.com
-Note that Zub requires some more CPU than orginal campaign missions
-Zub have no voice-acting for dialog, Black Forest have voice-acting made by SavedByGrace
-Optional addons that add extra content to the Zub mission: Armed Forces of the Russian Federation by Red hammer Studios, Project CDF by GossamerSolid & CBA
2.6:
-Hotfix: Massive Slowdownfixed in Zub
-Some other tweaks/additions in Zub

Hope you enjoy(ed) My first campaign. Let me know if you have any thoughs. Quality is a priority.

SPecial Thanks to: Bohemia Interactive Studios for the game [[[ http://www.bistudio.com/ ]]]
OFPEC for continued mediation [[[ http://www.ofpec.com/ ]]]
Armaholic for addon support [[[ http://www.armaholic.com/ ]]]
The Community for continued interests and ideas
You for downloading and playing this mission